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* ''[[AzraelsTear Azrael's Tear]]'', again with PoweredArmor.

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* ''[[AzraelsTear Azrael's Tear]]'', ''AzraelsTear'', again with PoweredArmor.



[[AC:Non-HUD examples]]

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[[AC:Non-HUD examples]] [[AC:Other Examples]]



* ''{{Metro 2033}}'' handles almost everything diegetically. Damage causes your vision to narrow and red out, while low air causes blurry vision and labored breathing. One button lets you look at your watch (which shows time until air runs out and ambient light level, for sneaking) while another brings up his notes (listing your next objective, with a compass pointing the way). The only non-diegetic part of the interface is your weapon selection and ammo count.
** And for some weapons (bastard gun, volt driver), the clip count is visible on the weapon.

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* ''{{Metro 2033}}'' handles almost everything diegetically. Damage causes your vision to narrow and red out, while low air causes blurry vision and labored breathing. One button lets you look at your watch (which shows time until air runs out and ambient light level, for sneaking) while another brings up his notes (listing your next objective, with a compass pointing the way). The only non-diegetic part of the interface is your weapon selection and ammo count.
** And
count -- though for some weapons (bastard gun, volt driver), weapons, even the clip ammo count is visible on the weapon.

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* ''{{Metro 2033}}'' handles almost everything diegetically. Damage causes your vision to narrow and red out, while low air causes blurry vision and labored breathing. One button lets you look at your watch (which shows time until air runs out and ambient light level, for sneaking) while another brings up his notes (listing your next objective, with a compass pointing the way). The only non-diegetic part of the interface is your weapon selection and ammo count.

to:

* ''{{Metro 2033}}'' handles almost everything diegetically. Damage causes your vision to narrow and red out, while low air causes blurry vision and labored breathing. One button lets you look at your watch (which shows time until air runs out and ambient light level, for sneaking) while another brings up his notes (listing your next objective, with a compass pointing the way). The only non-diegetic part of the interface is your weapon selection and ammo count. count.
** And for some weapons (bastard gun, volt driver), the clip count is visible on the weapon.
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And first too.


* ''MetroidPrime'', which has some InterfaceScrew elements similar to ''Crysis'' in the second and third games.

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* ''MetroidPrime'', which also has some InterfaceScrew elements similar to ''Crysis'' in the second and third games.''Crysis''.

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* ''JurassicPark {{Trespasser}}'' was probably the first 1st person game to have absolutely no HUD. Instead, the player character would verbally call out the amount of ammo left in a gun ("5 shots left", "feels half full", etc.) and a tattoo on her chest (which could be viewed by looking down) indicated the amount of health the character had.

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* ''JurassicPark {{Trespasser}}'' was probably the first 1st person first-person game to have absolutely no HUD. Instead, the player character would verbally call out the amount of ammo left in a gun ("5 ("five shots left", left," "feels half full", full," etc.) and a tattoo on her chest (which could be viewed by looking down) indicated the amount of health the character had.



* James Bond in ''Game/GoldenEye'' could switch weapons using the readout on his laser watch.

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* James Bond in ''Game/GoldenEye'' could switch weapons using the readout on his laser watch. The bad guys would kindly stop shooting and wait for him to finish what he was up to before resuming the firefight.


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* In ''{{Nier}}'', Grimoire Weiss functions as your menu/journal/inventory. When he's not in your party (such as before you meet him), your menu/journal/inventory is extremely limited.

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Added category for virtual cockpits, as I think they\'re distinct enough a category.


This is generally handled in one of two ways. Sometimes the normal player {{HUD}} is explained as being part of the character's equipment -- common if he's [[RobotRollCall robotic]], a {{cyborg}}, or wearing PoweredArmor, and {{justified}} if the game is in [[FirstPersonShooter first-person perspective]]. Other times, the game simply uses in-game indications of things that a HUD would normally tell you; a wounded character will limp instead of having a health bar, for example.

to:

This is generally handled in one of two ways. Sometimes the normal player {{HUD}} is explained as being part of the character's equipment -- common if he's [[RobotRollCall robotic]], a {{cyborg}}, or wearing PoweredArmor, and {{justified}} if the game is in [[FirstPersonShooter first-person perspective]]. Other times, the game simply uses in-game indications of things that a HUD would normally tell you; a wounded character will limp instead of having a health bar, for example.
example.

Vehicle simulators call this a virtual cockpit, and it tends to be the most detailed and realistic interface mode short of a hardware sim with actual panels. In these cases, a 2-D control panel laid out for easier reading without scrolling is usually included as an easier-to-program option.



A diegetic interface often averts MenuTimeLockout. JustifiedSavePoint is related. May [[JustifiedTrope justify]] InterfaceScrew as well. See also PaintingTheFourthWall, where this is temporarily invoked for the sake of PostModernism, and usually PlayedForLaughs.

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A diegetic interface often averts MenuTimeLockout. RoboCam is when one is applied to a character's view outside of video games. JustifiedSavePoint is related. May [[JustifiedTrope justify]] InterfaceScrew as well. See also PaintingTheFourthWall, where this is temporarily invoked for the sake of PostModernism, and usually PlayedForLaughs.



* Many {{Racing Game}}s replace the HUD with the car's dashboard when using a first-person viewpoint.
* The HUD in ''AceCombat,'' especially in Cockpit View.
* ''{{Descent}}'' and its sequels provide an optional cockpit view to increase the sense the player was Material Defender in the Pyro-GX and successor ships.




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* ''{{TheJourneymanProject}}''.

[[AC:Virtual Cockpits]]
* Many {{Racing Game}}s replace the HUD with the car's dashboard when using a first-person viewpoint.
* ''GranTurismo V'' has realistic simulated interiors for all its cars, a first for the series.
* The HUD in ''AceCombat,'' especially in Cockpit View.
* ''{{Descent}}'' and its sequels provide an optional cockpit view to increase the sense the player was Material Defender in the Pyro-GX and successor ships.
* ''Mechwarrior'' 4.
* ''{{Orbiter}}'' has one for the most popular built-in spacecraft, and the space shuttle. Unfortunately (or maybe not) most of the switches on the shuttle panel are dummies, and most of the special functions aren't usable from the mouse interface. A lot of the better realized add-ons have them, but most skip the extra work and only include a 2D panel.
* ''MicrosoftFlightSimulator'' has had active virtual cockpits since the 2004 edition, and a basic implementation back in '95.
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A diegetic interface often averts MenuTimeLockout. JustifiedSavePoint is related. May [[JustifiedTrope justify]] InterfaceScrew as well.

to:

A diegetic interface often averts MenuTimeLockout. JustifiedSavePoint is related. May [[JustifiedTrope justify]] InterfaceScrew as well. See also PaintingTheFourthWall, where this is temporarily invoked for the sake of PostModernism, and usually PlayedForLaughs.
Is there an issue? Send a MessageReason:
None


* In ''DeadSpace'', ''everything'' is diegetic. Health levels and power-up charge are given via displays on Isaac's suit, menus are {{Holographic Terminal}}s projected by either his suit or the machinery he's interacting with, and even the "go here next" hints are glowing lines on the floor generated by a projector in Isaac's glove, presumably in conjunction with the ship's computer (which would, naturally, know how to get you where you want to go).

to:

* In ''DeadSpace'', ''everything'' is diegetic. Health levels and power-up charge are given via displays on Isaac's suit, menus are {{Holographic Terminal}}s projected by either his suit or the machinery he's interacting with, and even the "go here next" hints are glowing lines on the floor generated by a projector in Isaac's glove, presumably in conjunction with the ship's computer (which would, naturally, know how to get you where you want to go). It can, however, get a bit odd when Isaac has to navigate through a menu in order to reach into his pocket.
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None

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* In ''{{Hammerfight}}'', the tutorial mentions that flying machines are controlled with ''a mouse''.
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Added Bulletstorm entry to the HUD section.



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* In ''{{Bulletstorm}}'', the player character has no HUD until he puts on the Leash, which then injects him with nanomachines.

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* ''MetroidPrime'', which has some InterfaceScrew elements similar to ''Crysis'' in the second and third games.

to:

* ''MetroidPrime'', which has some InterfaceScrew elements similar to ''Crysis'' in the second and third games.games.
* ''[[AzraelsTear Azrael's Tear]]'', again with PoweredArmor.
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None

Added DiffLines:

* ''JurassicPark {{Trespasser}}'' was probably the first 1st person game to have absolutely no HUD. Instead, the player character would verbally call out the amount of ammo left in a gun ("5 shots left", "feels half full", etc.) and a tattoo on her chest (which could be viewed by looking down) indicated the amount of health the character had.

Changed: 117

Removed: 160

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duplicate example


* ''[[HalfLife Half-Life]]'', also with PoweredArmor.
* ''{{Crysis}}'', which overlaps with InterfaceScrew when certain enemies and weapons (like [=EMPs=]) cause your HUD to go fuzzy or fail entirely.

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* ''[[HalfLife Half-Life]]'', also with PoweredArmor.
PoweredArmor. [[FridgeLogic Strangely]], Gordon is never depicted wearing a helmet...
* ''{{Crysis}}'', which overlaps with InterfaceScrew when certain enemies and weapons (like [=EMPs=]) {{EMP}}s) cause your HUD to go fuzzy or fail entirely.



* In the ''SlyCooper'' game series, the sparkles that mark areas that can Sly and the others can use (Climbing, Crawling Under, etc.) are noted as being visible in-universe, To Sly at least, and represent "thieving opportunities". In the 2nd and 3rd games, the starting locations of missions and the locations of objectives are made visible with holographic markers that are also explicitly said to be visible to the characters.
* Pretty much everything in the ''[[AssassinsCreed Assassin's Creed]]'' series -- the HUD, highlighted targets, and even things like the pause menu -- is explained as being part of the [[ShowWithinAShow Game Within A Game]] that is the Animus.

to:

* In the ''SlyCooper'' game series, the sparkles that mark areas that can Sly and the others can use (Climbing, Crawling Under, etc.) are noted as being visible in-universe, To to Sly at least, and represent "thieving opportunities". In the 2nd and 3rd games, the starting locations of missions and the locations of objectives are made visible with holographic markers that are also explicitly said to be visible to the characters.
* Pretty much everything in the ''[[AssassinsCreed Assassin's Creed]]'' series -- the ''[=~Assassin's Creed~=]'' series. The HUD, highlighted targets, and even things like the pause menu -- is are explained as being part of the [[ShowWithinAShow Game Within A Game]] that is the Animus.



* In ''DeadSpace'' and its sequel, your inventory is represented by a hologram that appears in front of you--if you swivel your view, you can even see its side.
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None

Added DiffLines:

* In ''DeadSpace'' and its sequel, your inventory is represented by a hologram that appears in front of you--if you swivel your view, you can even see its side.
Is there an issue? Send a MessageReason:
None


* ''{{Descent}}'' and its sequels provide an optional cockpit view to increase the sense the player was Material Defender in the Pyro-GX and successor ships.

to:

* ''{{Descent}}'' and its sequels provide an optional cockpit view to increase the sense the player was Material Defender in the Pyro-GX and successor ships.
ships.
* In ''DeusEx: Human Revolution'' your HUD doesn't even exist until the main character Adam Jensen gets cybernetic implants (including his eyes).
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None

Added DiffLines:

* ''SplinterCell'' mixes it with ProductPlacement in the form of a Palm OPSAT or a Sony Ericsson phone as pause menus.
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None

Added DiffLines:

* James Bond in ''Game/GoldenEye'' could switch weapons using the readout on his laser watch.
Is there an issue? Send a MessageReason:
None


* ''{{Crysis}}'', which overlaps with InterfaceScrew when certain enemies and weapons (like EMP-s) cause your HUD to go fuzzy or fail entirely.

to:

* ''{{Crysis}}'', which overlaps with InterfaceScrew when certain enemies and weapons (like EMP-s) [=EMPs=]) cause your HUD to go fuzzy or fail entirely.



* In ''DeadSpace'', ''everything'' is diegetic. Health levels and power-up charge are given via displays on Isaac's suit, menus are {{Holographic Terminal}}s projected by either his suit or the machinery the menu controls, and even the "go here next" hints are glowing lines on the floor generated by a projector in Isaac's glove, presumably in conjunction with the ship's computer (which would, naturally, know how to get you where you want to go).

to:

* In ''DeadSpace'', ''everything'' is diegetic. Health levels and power-up charge are given via displays on Isaac's suit, menus are {{Holographic Terminal}}s projected by either his suit or the machinery the menu controls, he's interacting with, and even the "go here next" hints are glowing lines on the floor generated by a projector in Isaac's glove, presumably in conjunction with the ship's computer (which would, naturally, know how to get you where you want to go).
Is there an issue? Send a MessageReason:
None


* In ''DeadSpace'', ''everything'' is diegetic. Health levels and power-up charge are given via displays on Isaac's suit, menus are {{Holographic Terminal}}s projected by either his suit or the machinery the menu controls, even the "go here next" hints are glowing lines on the floor presumably generated by the ship's computer (which would, naturally, know how to get where you want to go).

to:

* In ''DeadSpace'', ''everything'' is diegetic. Health levels and power-up charge are given via displays on Isaac's suit, menus are {{Holographic Terminal}}s projected by either his suit or the machinery the menu controls, and even the "go here next" hints are glowing lines on the floor presumably generated by a projector in Isaac's glove, presumably in conjunction with the ship's computer (which would, naturally, know how to get you where you want to go).
Is there an issue? Send a MessageReason:
None


* ''{{Crysis}}'', which overlaps with InterfaceScrew when certain enemies and weapons cause your HUD to go fuzzy or fail entirely.

to:

* ''{{Crysis}}'', which overlaps with InterfaceScrew when certain enemies and weapons (like EMP-s) cause your HUD to go fuzzy or fail entirely.
Camacan MOD

Changed: 19

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Ooops — too easy to read as the movie not the game.


* The ''{{Descent}}'' game series provided an optional cockpit view to increase the sense the player was Material Defender in the Pyro-GX and successor ships.

to:

* The ''{{Descent}}'' game series provided and its sequels provide an optional cockpit view to increase the sense the player was Material Defender in the Pyro-GX and successor ships.
Camacan MOD

Changed: 218

Is there an issue? Send a MessageReason:
Add an example. Minor fixes to other examples.


This is generally handled in one of two ways. Sometimes the normal player {{HUD}} is explained as being part of the character's equipment — common if he's [[RobotRollCall robotic]], a {{cyborg}}, or wearing PoweredArmor, and {{justified}} if the game is in [[FirstPersonShooter first-person perspective]]. Other times, the game simply uses in-game indications of things that a HUD would normally tell you; a wounded character will limp instead of having a health bar, for example.

Generally, this is done in order to increase immersion; it's much easier to believe that your character is a real person in a real situation when the screen isn't cluttered with inexplicable icons representing health and ammo. In some cases, this means that actions done via menus are actually happening in real time — browsing your inventory may leave the player open to attack, so you can't pause the action midbattle to grab a handy medkit.

to:

This is generally handled in one of two ways. Sometimes the normal player {{HUD}} is explained as being part of the character's equipment -- common if he's [[RobotRollCall robotic]], a {{cyborg}}, or wearing PoweredArmor, and {{justified}} if the game is in [[FirstPersonShooter first-person perspective]]. Other times, the game simply uses in-game indications of things that a HUD would normally tell you; a wounded character will limp instead of having a health bar, for example.

Generally, this is done in order to increase immersion; it's much easier to believe that your character is a real person in a real situation when the screen isn't cluttered with inexplicable icons representing health and ammo. In some cases, this means that actions done via menus are actually happening in real time -- browsing your inventory may leave the player open to attack, so you can't pause the action midbattle to grab a handy medkit.



* ''HalfLife'', also with PoweredArmor.

to:

* ''HalfLife'', ''[[HalfLife Half-Life]]'', also with PoweredArmor.



* ''MetroidPrime'', which has some InterfaceScrew elements similar to Crysis in the second and third games.

to:

* ''MetroidPrime'', which has some InterfaceScrew elements similar to Crysis ''Crysis'' in the second and third games.



* The HUD in ''AceCombat,'' especially in Cockpit view.

to:

* The HUD in ''AceCombat,'' especially in Cockpit view.
View.
* The ''{{Descent}}'' game series provided an optional cockpit view to increase the sense the player was Material Defender in the Pyro-GX and successor ships.



* In the SlyCooper game series, the blue sparkles (Later other colors) that mark areas that can Sly and the others can use (Climbing, Crawling Under, etc.) are noted as being visible in-universe, To Sly at least, and represent "thieving opportunities". In the 2nd and 3rd games, the starting locations of missions and the locations of objectives are made visible with holographic markers that are also explicitly said to be visible to the characters.
* Pretty much everything in the ''[[AssassinsCreed Assassin's Creed]]'' series - the HUD, highlighted targets, and even things like the pause menu - is explained as being part of the [[ShowWithinAShow Game Within A Game]] that is the Animus.

to:

* In the SlyCooper ''SlyCooper'' game series, the blue sparkles (Later other colors) that mark areas that can Sly and the others can use (Climbing, Crawling Under, etc.) are noted as being visible in-universe, To Sly at least, and represent "thieving opportunities". In the 2nd and 3rd games, the starting locations of missions and the locations of objectives are made visible with holographic markers that are also explicitly said to be visible to the characters.
* Pretty much everything in the ''[[AssassinsCreed Assassin's Creed]]'' series - -- the HUD, highlighted targets, and even things like the pause menu - -- is explained as being part of the [[ShowWithinAShow Game Within A Game]] that is the Animus.



* ''TheGetaway'' doesn't have any kind of HUD to try and make the game more cinematic and immersible. Rather than a health bar, your character develops bloodstains and a limp the more they get hurt. Rather than floating health kits, leaning against a wall recovers you health (and removes bloodstains). And rather than a minimap or GPS arrow pointing you to your destination, your cars indicators will blink when you should turn, and both will flash when you reach your destination. The game did come with an actual map of London to help you find your way around though.

to:

* ''TheGetaway'' ''The Getaway'' doesn't have any kind of HUD to try and make the game more cinematic and immersible. Rather than a health bar, your character develops bloodstains and a limp the more they get hurt. Rather than floating health kits, leaning against a wall recovers you health (and removes bloodstains). And rather than a minimap or GPS arrow pointing you to your destination, your cars indicators will blink when you should turn, and both will flash when you reach your destination. The game did come with an actual map of London to help you find your way around though.
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None


A diegetic interface often averts MenuTimeLockout. JustifiedSavePoint is related. May {{justify}} InterfaceScrew as well.

to:

A diegetic interface often averts MenuTimeLockout. JustifiedSavePoint is related. May {{justify}} [[JustifiedTrope justify]] InterfaceScrew as well.
Is there an issue? Send a MessageReason:
None


A diegetic interface often averts MenuTimeLockout. JustifiedSavePoint is related.

to:

A diegetic interface often averts MenuTimeLockout. JustifiedSavePoint is related. May {{justify}} InterfaceScrew as well.
Is there an issue? Send a MessageReason:
Hi Native Jovian, please check your inbox.


* ''SystemShock'', as part of the cyber interface implanted in the beginning of the game.

to:

* ''SystemShock'', as part of the cyber interface implanted in the beginning of the game. The player can even improve the interface by finding hardware, such as targeting aids, health monitors, infrared, a widened field of vision, and a multimedia data reader (a CD drive?).
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None

Added DiffLines:

* ''EscapeFromMonkeyIsland'' displays your items in a circle orbiting around you when you open your inventory. Other characters can apparently see this and make comments like "you better clear up that clutter when you're done".
* ''TheGetaway'' doesn't have any kind of HUD to try and make the game more cinematic and immersible. Rather than a health bar, your character develops bloodstains and a limp the more they get hurt. Rather than floating health kits, leaning against a wall recovers you health (and removes bloodstains). And rather than a minimap or GPS arrow pointing you to your destination, your cars indicators will blink when you should turn, and both will flash when you reach your destination. The game did come with an actual map of London to help you find your way around though.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Pretty much everything in the ''[[AssassinsCreed Assassin's Creed]]'' series - the HUD, highlighted targets, and even things like the pause menu - is explained as being part of the [[ShowWithinAShow Game Within A Game]] that is the Animus.
Is there an issue? Send a MessageReason:
None



to:

* The HUD in ''AceCombat,'' especially in Cockpit view.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* In the SlyCooper game series, the blue sparkles (Later other colors) that mark areas that can Sly and the others can use (Climbing, Crawling Under, etc.) are noted as being visible in-universe, To Sly at least, and represent "thieving opportunities". In the 2nd and 3rd games, the starting locations of missions and the locations of objectives are made visible with holographic markers that are also explicitly said to be visible to the characters.

Changed: 31

Removed: 4

Is there an issue? Send a MessageReason:
None


Game interface elements that are a part of the game universe. "Diegetic" is a term meaning "within the narrative", usually used in reference to music. Diegetic music is [[SourceMusic heard by the characters]] because it's actually being played in the scene (as opposed to non-diegetic [[{{BGM}} background music]]). Diegetic menus are the same -- they actually exist in the game world, rather than simply appearing for the benefit of the player.

This is generally handled in one of two ways. Sometimes the normal player {{HUD}} is explained as being part of the character's equipment -- common if they're [[RobotRollCall robotic]], a {{cyborg}}, or wearing PoweredArmor, and {{justified}} if the game is in [[FirstPersonShooter first person perspective]]. Other times, the game simply uses in-game indications of things that a HUD would normally tell you; a wounded character will limp instead of having a health bar, for example.

Generally, this is done in order to increase immersion; it's much easier to believe that your character is a real person in a real situation when the screen isn't cluttered with inexplicable icons representing health and ammo. In some cases, this means that actions done via menus are actually happening in real time -- browsing your inventory may leave the player open to attack, so you can't pause the action midbattle to grab a handy medkit.

to:

Game interface elements that are a part of the game universe. "Diegetic" is a term meaning "within the narrative", usually used in reference to music. Diegetic music is [[SourceMusic heard by the characters]] because it's actually being played in the scene (as opposed to non-diegetic [[{{BGM}} background music]]). Diegetic menus are the same -- they actually exist in the game world, rather than simply appearing for the benefit of the player.

This is generally handled in one of two ways. Sometimes the normal player {{HUD}} is explained as being part of the character's equipment -- common if they're he's [[RobotRollCall robotic]], a {{cyborg}}, or wearing PoweredArmor, and {{justified}} if the game is in [[FirstPersonShooter first person first-person perspective]]. Other times, the game simply uses in-game indications of things that a HUD would normally tell you; a wounded character will limp instead of having a health bar, for example.

Generally, this is done in order to increase immersion; it's much easier to believe that your character is a real person in a real situation when the screen isn't cluttered with inexplicable icons representing health and ammo. In some cases, this means that actions done via menus are actually happening in real time -- browsing your inventory may leave the player open to attack, so you can't pause the action midbattle to grab a handy medkit.







to:

Examples:



* Many {{Racing Game}}s replace the HUD with the car's dashboard when using a first person viewpoint.

to:

* Many {{Racing Game}}s replace the HUD with the car's dashboard when using a first person first-person viewpoint.




----

to:

\n----
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None


* In DeadSpace, ''everything'' is diegetic. Health levels and power-up charge are given via displays on Isaac's suit, menus are {{Holographic Terminal}}s projected by either his suit or the machinery the menu controls, even the "go here next" hints are glowing lines on the floor presumably generated by the ship's computer (which would, naturally, know how to get where you want to go).
* {{Metro 2033}} handles almost everything diegetically. Damage causes your vision to narrow and red out, while low air causes blurry vision and labored breathing. One button lets you look at your watch (which shows time until air runs out and ambient light level, for sneaking) while another brings up his notes (listing your next objective, with a compass pointing the way). The only non-diegetic part of the interface is your weapon selection and ammo count.

to:

* In DeadSpace, ''DeadSpace'', ''everything'' is diegetic. Health levels and power-up charge are given via displays on Isaac's suit, menus are {{Holographic Terminal}}s projected by either his suit or the machinery the menu controls, even the "go here next" hints are glowing lines on the floor presumably generated by the ship's computer (which would, naturally, know how to get where you want to go).
* {{Metro 2033}} ''{{Metro 2033}}'' handles almost everything diegetically. Damage causes your vision to narrow and red out, while low air causes blurry vision and labored breathing. One button lets you look at your watch (which shows time until air runs out and ambient light level, for sneaking) while another brings up his notes (listing your next objective, with a compass pointing the way). The only non-diegetic part of the interface is your weapon selection and ammo count.

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